Commit Graph
139 Commits
Author SHA1 Message Date
Birk Magnussen f56cbc59f1 improve shader for shadow map generation 2024-02-05 14:43:54 +01:00
Birk Magnussen 1355c484fe Remove language-defined declaration 2024-01-19 22:15:29 +01:00
mjn-mixael 8dcc4a24e9 make internal table file match updated parsing preference 2023-12-15 13:04:25 -06:00
Birk Magnussen 1223808a14 Need to output linear for OpenXR 2023-11-09 22:52:18 +01:00
Birk Magnussen 474db9e184 Fix mouse cursor rendering 2023-11-09 22:43:50 +01:00
Birk Magnussen 79454fb6c4 Also Alpha-Fade Glow and Spec 2023-10-30 20:08:33 +01:00
Birk Magnussen e071603ac0 Multiply emissive with alpha 2023-10-29 10:29:01 +01:00
Sébastien Noel f149c36b44 Fix a few typos (#5598) 2023-10-24 20:33:45 -04:00
BMagnu b3295e5a2d Fix near z planes for the cockpit rendering (#5654)
* Properly unify cockpit near planes

* Properly pass near plane to deferred shader
2023-10-18 08:08:22 -04:00
Mike Nelson cf4cae7264 add dkjson as a default lua file (#5534) 2023-10-17 19:26:39 -04:00
Goober5000 f7b9896294 allow modification of warp audible range via objecttypes.tbl
The retail warp range multiplier can yield ridiculous results, like an Elysium warp being audible over 9000 meters away.  So allow the multiplier to be set via ship type.
2023-10-03 12:50:05 -04:00
BMagnu 2feeb34629 Move light calculation out of vertex shader (#5573) 2023-08-25 05:46:02 +09:00
Asteroth 60f3aa59d6 Make lasers less kinky (#5446)
* properly handle trapezoidal bitmaps

* clean up

* fixup single segment trails too

* fix
2023-06-07 19:59:07 -04:00
BMagnu 8562dde955 OpenGL Capability Handling (#5445)
* Init Particle shaders only if they're actually used

* set layout correctly

* Don't compile shadow shader if not needed

* Properly deal with capabilities

* Fix typo

* remove obsolete capability
2023-06-07 19:58:55 -04:00
BMagnuandFabian Woltermann b0b05b35fd MSAA (#5400)
* Add MS buffers

* Implement basic MSAA with commandline

* Move MSAA init to deferred pipeline

* Fix shadows when MSAA is enabled

* Implement resolve shader

* Cleanup basic resolve shader

* Implement front-first depth-aware MSAA resolve

* Fix background resolve

* Allow setting MSAA level

* Ensure good MSAA level

* Code Median shader for different sample counts

* Cleanup

* Add MSAA options toggle

* Add MSAA sample count pre-parsing

* Add GL scope

Co-authored-by: Fabian Woltermann <[email protected]>

* Typo
2023-05-14 08:14:51 +00:00
Birk Magnussen baada08eca Fix shader 2023-05-01 20:00:59 +02:00
Adam Leach d516ab3c23 Stopgap patch to make envmaps work again. 2023-03-23 19:33:41 +00:00
Birk Magnussen 5b06f84771 Correct depth for FoV abberation 2023-03-04 23:24:34 +01:00
BMagnu cfba7ec067 optimize Shader performance 2023-03-03 09:10:14 +01:00
BMagnu 3a3d2c4438 Tidy up shader code 2023-03-02 13:54:11 +01:00
BMagnu db8292be03 Add noise color intensity 2023-03-02 12:54:00 +01:00
Birk Magnussen 8f697dd03a Fix Noise, Fix Scale, Fix Pos 2023-02-24 23:50:50 +01:00
BMagnu a60512cfa4 Add parsing for nebula settings 2023-02-24 14:51:18 +01:00
BMagnu 9cdbf4b5ed Load configurable noise 2023-02-24 11:59:21 +01:00
Birk Magnussen 6eee49a868 Optimize smoothing mode of volumetrics shader 2023-02-23 20:55:26 +01:00
BMagnu 1a5c39154d Very basic volumetric noise setup 2023-02-23 15:33:06 +01:00
BMagnu c127b2b982 Make Edge smoothing toggleable 2023-02-23 11:06:50 +01:00
BMagnu 15d078aad2 Add edge smoothing and fix size ordering 2023-02-23 10:47:27 +01:00
Birk Magnussen 92fc993597 Remove UB due to Non uniform control flow 2023-02-23 00:48:53 +01:00
Birk Magnussen 88dd1f843b Disable noise 2023-02-23 00:14:26 +01:00
Birk Magnussen 084085a53f Make noise loadable 2023-02-22 23:19:45 +01:00
BMagnu 6e91356f47 Properly pass volumetric pso/size 2023-02-22 16:48:39 +01:00
BMagnu 9dbf5df152 Add Noise sampling to volumetric shader 2023-02-22 16:11:33 +01:00
BMagnu 68ad0c826b Merge branch 'master' into volumetric_nebulae 2023-02-22 09:31:41 +01:00
BMagnu 9220b48592 Fix Typo and test oversampling 2023-02-17 13:26:18 +01:00
BMagnu 2531a31b1e tidyup parameters 2023-02-17 10:42:23 +01:00
BMagnu 1371dc3a08 Add attribution before I forget 2023-02-16 16:11:09 +01:00
BMagnu 4c3024e5fc Add Beer-Powder absorption for diffuse lighting 2023-02-16 16:03:47 +01:00
BMagnu a9a110e8fa Add Heyney Greenstein Scattering 2023-02-16 14:58:19 +01:00
BMagnu a71dbbab6a Tidy up shader and prepare for diffuse lighting 2023-02-16 13:29:43 +01:00
BMagnu 3e8be9c8a3 Fix emissive blur 2023-02-16 12:30:56 +01:00
Birk Magnussen 9ac262579d Document Emissive Attempts 2023-02-15 20:39:16 +01:00
BMagnu dbc2cb1c27 prepare volumetric shader for multi-influence color 2023-02-15 15:51:14 +01:00
Fabian Woltermann 076ad7770b remove main shader compile-time flags (#5055) 2023-02-15 15:20:11 +01:00
BMagnu 3c942fc409 Proper step calculation based on nebula parameters 2023-02-15 15:09:37 +01:00
BMagnu 5f48e55990 Proper alpha-considering ray marching 2023-02-15 14:26:48 +01:00
Birk Magnussen a5f634885b Get volumetric ray marching working 2023-02-15 01:14:34 +01:00
Birk Magnussen 9de6beb4c2 First working raycast 2023-02-14 21:03:18 +01:00
BMagnu c32c655350 Keep Emissive texture intact during deferred render step 2023-02-14 15:21:00 +01:00
Fabian WoltermannandFabian Woltermann c727e40b8a apply the HDR colorspace stuff _after_ mixing in the team color glows (#5052)
Co-authored-by: Fabian Woltermann <[email protected]>
2022-12-28 18:48:20 +01:00